slang-shaders/crt/shaders/guest/advanced/convert-ntsc.slang

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#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float blendMode;
} params;
#pragma parameter blendMode "NTSC Blend Mode (Main Mode Control)" 1.0 0.0 2.0 1.0
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D PrePass0;
vec3 plant (vec3 tar, float r)
{
float t = max(max(tar.r,tar.g),tar.b) + 0.00001;
return tar * r / t;
}
vec3 declip(vec3 c, float b)
{
float m = max(max(c.r,c.g),c.b);
if (m > b) c = c*b/m;
return c;
}
void main()
{
vec2 dx = vec2(params.SourceSize.z * 0.5, 0.0);
vec3 col1 = texture(Source, vTexCoord -dx).rgb;
vec3 col2 = texture(Source, vTexCoord +dx).rgb;
vec3 colc = max(col1, col2);
vec3 col = plant(sqrt(col1*col2), max(max(colc.r, colc.g),colc.b));
vec3 orig = texture(PrePass0, vTexCoord).rgb;
vec3 res = normalize(col + 0.00001) * min(length(col), length(orig));
float k2 = 1.0/(dot(col1 - res, col1 - res) + 0.0001);
float k3 = 1.0/(dot(col2 - res, col2 - res) + 0.0001);
vec3 res1 = (k2 * col1 + k3 * col2) / (k2 + k3);
res1 = clamp(res1, min(col1,col2), max(col1, col2));
if ( params.blendMode == 1.0) res = res1;
FragColor = vec4(res, 1.0);
}